private void OnTriggerEnter(Collider other) { if (other.GetComponent <PlayerController>()) { AUD_Manager.SetState("LocationReverb", "Interior"); } }
public void OnResumeButtonClicked() { AUD_Manager.PlayerDialogue(closePauseMenuDialog, gameObject, Player.Value); UIManager.Instance.ShowScreen <GameScreen>(); AUD_Manager.PostEvent("IG_UI_MenuClose_ST", gameObject); AUD_Manager.SetState("PauseMenu", "ResumeGame"); }
public void OnToggleMusicSelectec(bool newValue) { musicOnOff.Value = newValue; volumeToggle.isOn = musicOnOff.Value; if (musicOnOff.Value) { AUD_Manager.SetState("MuteState", "Off"); } else { AUD_Manager.SetState("MuteState", "On"); } }
public void OnMusicToggled() { MusicEnabled.Value = !MusicEnabled.Value; if (MusicEnabled.Value) { AUD_Manager.SetState("MuteState", "Off"); } else { AUD_Manager.SetState("MuteState", "On"); } SetText(); }
// Event is going to be different for all of these. public void HandleEvent() { if (mHasBeenActivated) { return; } mHasBeenActivated = true; AUD_Manager.SetState("PauseMenu", "PauseGame"); mInd = 0; Time.timeScale = 0f; mActive = true; mPrompts[0].SetActive(true); GameScreen.SetActive(false); }
private void Update() { if (Input.GetMouseButtonDown(0)) { if (mIntensity == "NonEngaged") { mIntensity = "Engaged"; } else { mIntensity = "NonEngaged"; } AUD_Manager.SetState("BattleState", mIntensity); } }
// Update is called once per frame void Update() { if (!mActive) { return; } Time.timeScale = 0f; if (Input.aButtonPressed) { mPrompts[mInd].SetActive(false); mInd++; if (mInd >= mPrompts.Length) { Time.timeScale = 1f; mActive = false; GameScreen.SetActive(true); AUD_Manager.SetState("PauseMenu", "ResumeGame"); return; } mPrompts[mInd].SetActive(true); } }
private void Start() { AUD_Manager.SetState("BattleState", "NonEngaged"); AUD_Manager.EventFromData(mMusic, gameObject); }
// hack, but we're also setting state to not paused. public void PlayLevelStartLine() { AUD_Manager.SetState("PauseMenu", "ResumeGame"); AUD_Manager.DynamicDialogueFromData(mLevelStart, gameObject); }
public void OnRestartButtonClicked() { OnCheckpointRestart.Raise(null); AUD_Manager.SetState("PauseMenu", "ResumeGame"); UIManager.Instance.ShowScreen <GameScreen>(); }
protected override void UIScreenEnabled() { StartCoroutine(SetPreselectedObject()); AUD_Manager.PostEvent("IG_UI_MenuOpen_ST", gameObject); AUD_Manager.SetState("PauseMenu", "PauseGame"); }
public void OnHighIntensity() { AUD_Manager.SetState("BattleState", "Engaged"); }
public void OnLowIntensity() { AUD_Manager.SetState("BattleState", "NonEngaged"); }
private void Awake() { AUD_Manager.SetState("BattleState", "NonEngaged"); }
private void Awake() { AUD_Manager.SetState("BattleState", "NonEngaged"); AUD_Manager.SetSwitch("Objective", "Objective1", gameObject); AUD_Manager.PostEvent("MS_GAMEPLAY_LP_PL", gameObject); }